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Hello.
I would like to implement a catalogs system for my 3d engine in dx 11.
Each object type VertexBuffer, IndexBuffer skeleton, effect ,texture and light, I would like to be inserted and taken from an hashmap of smartpointers (shared pointer of boost).
Each catalog is implemented with a class that inherit from CCatalogBase and contains the hasmap with all preloaded resource (each smartpointer points to each resource).
The problem is that I do not know how to handle this in context with multithreading tbb.
E 'enough to use a hasmap tbb to handle shared resources ,concurrency, race conditions etc. .. i look?
It 's a very complicated thing?
is there any example?
thanks.
I would like to implement a catalogs system for my 3d engine in dx 11.
Each object type VertexBuffer, IndexBuffer skeleton, effect ,texture and light, I would like to be inserted and taken from an hashmap of smartpointers (shared pointer of boost).
Each catalog is implemented with a class that inherit from CCatalogBase and contains the hasmap with all preloaded resource (each smartpointer points to each resource).
The problem is that I do not know how to handle this in context with multithreading tbb.
E 'enough to use a hasmap tbb to handle shared resources ,concurrency, race conditions etc. .. i look?
It 's a very complicated thing?
is there any example?
thanks.
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Hi,
Thanks for the interesting question. I'll come back with some thoughts on this. Again, appreciate you using the forum for your question.
Thanks,
Krishna
Thanks for the interesting question. I'll come back with some thoughts on this. Again, appreciate you using the forum for your question.
Thanks,
Krishna
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thanks.
I try to reply with my problems:
I have a scenegraph and i don't need to use multithreading in the construction of this(adding meshes, removing meshes, set effects on meshes)because i don't need in a speed gain at initialization.
My problem is for example get animation matrices or quaternions or euler angles every frame(if i have 100 skin mesh with 80 bones can be an heavy task?) , and this is a read only operation , so i think that i can use multithreading, but how? task? multithreading hasmap?
Whereas the hasmap is a shared resource is possible that there is need to use tbb.
Thanks.
I try to reply with my problems:
I have a scenegraph and i don't need to use multithreading in the construction of this(adding meshes, removing meshes, set effects on meshes)because i don't need in a speed gain at initialization.
My problem is for example get animation matrices or quaternions or euler angles every frame(if i have 100 skin mesh with 80 bones can be an heavy task?) , and this is a read only operation , so i think that i can use multithreading, but how? task? multithreading hasmap?
Whereas the hasmap is a shared resource is possible that there is need to use tbb.
Thanks.
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